Hey, hi everyone. We here at IronRaven decided to make a metroidvania, in the style of Dieselpunk and the 20s, art deco, art nouveau and so on. Tell me, what is the most important thing for you in metroidvanias, besides their appearance?

  • GraniteM@lemmy.world
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    2 days ago

    If it’s going to have some kind of inventory system… figure out a way to prevent players from hoarding high-value items until the end of the game, at which point they are either meaningless because you’re so leveled up, or else you can trivially defeat the final boss by spamming all the holy hand grenades you’ve been socking away.

    • tiredofsametab@fedia.io
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      2 days ago

      I never completed Breath of the Wild in large part due to getting something cool and just having it be worthless and broken soon after. I also tend to have very little time to devote to gaming so it just felt like a waste to have to stop, go hunt down something better than randomStickLevel3, and go back to do something again.

      If I wanna hoard things or risk a lot to get something cool/strong early, that’s my decision; why do you get to dictate how I play a game? Especially true when some people may not have the same physical ability as you and need to make certain situations play out differently.

      • mic_check_one_two@lemmy.dbzer0.com
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        1 day ago

        BOTW took the item breakage too far. You couldn’t even kill a Lynel with its own weapon, because it would break before the Lynel died. The durability could have been quadrupled, and the game would have been better. It would still be enough to encourage rotating your items, but not so much that you’re constantly swapping mid-fight.